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author | LaG1924 <lag1924@gmail.com> | 2021-12-11 21:10:47 +0100 |
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committer | LaG1924 <lag1924@gmail.com> | 2021-12-11 21:10:47 +0100 |
commit | 5da2c6799c9064278a4c055e1505880699829cfc (patch) | |
tree | 5d757ac7918640e8440ace62602566d2fd08cfab | |
parent | Optimized fragment shader quads overdraw (diff) | |
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-rw-r--r-- | src/RendererSectionData.cpp | 9 |
1 files changed, 3 insertions, 6 deletions
diff --git a/src/RendererSectionData.cpp b/src/RendererSectionData.cpp index 94c802d..7e3d285 100644 --- a/src/RendererSectionData.cpp +++ b/src/RendererSectionData.cpp @@ -26,16 +26,12 @@ glm::vec2 TransformTextureCoord(glm::vec4 TextureAtlasCoords, glm::vec2 UvCoords } void AddFacesByBlockModel(RendererSectionData &data, const BlockFaces &model, const glm::mat4 &transform, bool visibility[FaceDirection::none], BlockLightness light, BlockLightness skyLight) { - glm::mat3 normalMat = glm::mat3(glm::inverseTranspose(transform * model.transform)); - - for (const auto &face : model.faces) { - glm::vec3 normal = {}; + for (const auto &face : model.faces) { glm::vec2 lightness; lightness.x = _max(light.face[0], light.face[1], light.face[2], light.face[3], light.face[4], light.face[5]); lightness.y = _max(skyLight.face[0], skyLight.face[1], skyLight.face[2], skyLight.face[3], skyLight.face[4], skyLight.face[5]); if (face.visibility != FaceDirection::none) { FaceDirection direction = face.visibility; - normal = FaceDirectionVector[direction].glm(); Vector directionVec = model.faceDirectionVector[direction]; FaceDirection faceDirection = FaceDirection::none; for (int i = 0; i < FaceDirection::none; i++) { @@ -61,7 +57,8 @@ void AddFacesByBlockModel(RendererSectionData &data, const BlockFaces &model, co vertexData.positions[2] = transformed * glm::vec4(1, 0, 1, 1); vertexData.positions[3] = transformed * glm::vec4(1, 0, 0, 1); - vertexData.normal = glm::normalize(normalMat * glm::vec4(normal, 1.0f)); + glm::vec3 normal = glm::cross(vertexData.positions[1] - vertexData.positions[0], vertexData.positions[3] - vertexData.positions[0]); + vertexData.normal = glm::normalize(normal); vertexData.uvs[0] = TransformTextureCoord(face.texture, glm::vec2(0, 0), face.frames); vertexData.uvs[1] = TransformTextureCoord(face.texture, glm::vec2(1, 0), face.frames); |